The Hidden Truth

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Player > Weapon > Fusion


A weapon fusion is a small, prepackaged add-on that can be attached to any weapon to infuse it with magic. Adventurers use weapon fusions to customize their weapons for a specific enemy or to increase a weapon’s overall effectiveness. Weapon fusions are magic unless stated otherwise. While this causes the weapons they are installed in to be considered hybrid items, in truth the weapon and the fusion still operate separately. An ability that affects a magic item could affect the fusion installed in a weapon, but that would not prevent the weapon’s core function from operating normally unless the weapon was also independently a magic device. The hybridized fusion (see page 194) is an exception to this rule, as noted in its description. Weapons with fusions are considered magic for the purpose of overcoming damage reduction.

Anchoring1CRB p.192
Called1CRB p.193
Climbing1GEM p.87
Defiant1CRB p.193
Durable1CRB p.194
Glamered1CRB p.194
Hindering1SS2 p.53
Hybridized1CRB p.194
Illuminating1CRB p.194
Invigorating1ARM p.64
Mining1GEM p.87
Ominous1CRB p.194
Returning1CRB p.195
Secured1ARM p.65
Soulfire1ARM p.65
Stabilizing1ARM p.65
Trailblazer1CRB p.195
Anarchic2CRB p.192
Axiomatic2CRB p.192
Blasting2CRB p.192
Burst2CRB p.193
Dimming2GEM p.87
Entangling2CRB p.194
Glowing2GEM p.87
Holy2CRB p.194
Inspiring2ARM p.63
Merciful2CRB p.194
Opportunistic2ARM p.64
Spellthrower2CRB p.195
Throwing2ARM p.65
Ulrikka duster2PWD p.195
Unholy2CRB p.195
Venomous2CRB p.195
Astute3PWD p.194
Binding3DS01 p.52
Conserving3ARM p.62
Deafening3CRB p.193
Defending3ARM p.63
Dispelling3CRB p.193
Disruptive3CRB p.193
Launching3GEM p.87
Potent3ARM p.64
Seeking3CRB p.195
Sentinel3PWD p.195
Valorous3NSP p.150
Bonding4PWD p.194
Burning4DS01 p.51
Echoing4GEM p.87
Manufacturing4PWD p.195
Radioactive4AA4 p.95
Tactical4PWD p.195
Vanishing4ARM p.65
Accurate5ARM p.62
Apprehending5PWD p.194
Bane5CRB p.192
Bleeding5CRB p.193
Bombarding5ARM p.62
Devastating5CRB p.193
Energetic5ARM p.63
Flaming5CRB p.194
Frost5CRB p.194
Ghost killer5CRB p.194
Interposing5PWD p.195
Limning5ARM p.64
Numbing5NSP p.150
Obscuring5ARM p.64
Punishing5ARM p.65
Selective5ARM p.65
Shock5CRB p.195
Vicious5DS02 p.53
Adaptive6A!01 p.52
Advancing6ARM p.62
Agonizing6SS2 p.53
Chained6DS01 p.52
Cruel6ARM p.63
Dampening6A!02 p.44
Dimensional disruption6DS05 p.39
EMP6AA3 p.109
Ensnaring6ARM p.63
Hive Buster6A!02 p.44
Knockdown6CRB p.194
Menacing6ARM p.64
Nanite6AA1 p.67
Quantum Storage6DA03 p.50
Spellbane6DS01 p.53
Tunneling6GEM p.87
Cellular Degenerating7DA03 p.49
Charge disrupting7ARM p.62
Jinxing7AA4 p.113
Mind rending7ARM p.64
Tattoo7PWD p.195
Wounding7CRB p.195
Annihilator8DS02 p.53
Continuous8ARM p.63
Guarded8ARM p.63
Leeching8AA2 p.55
Rebounding8ARM p.65
Synesthetic8AA2 p.45
Temporal disruption8DS05 p.40
Tritidair8AA2 p.15
Beneficent9ARM p.62
Burdening9NSP p.150
Corrosive9CRB p.193
Malediction9ARM p.64
Ratjaw9PWD p.195
Rel-entrapment9DA03 p.50
Thundering9CRB p.195
Disentanglement10DA03 p.49
Lightveiled10AA3 p.71
Nullifying10ARM p.64
Quantum10AA4 p.107
Tracking10ARM p.65
Vorpal10CRB p.195
Mind-Reading13NSP p.150
Kaleidoscopic14AA4 p.49

Installing and Transferring Fusions


How do weapon fusions work when placed on ammunition?

Fusions can be placed on any ammunition; such a fusion functions until the standard number of charges/cartridges (listed in the ammunition's table entry) have been used. For example, a fusion on a high-capacity battery lasts for 40 charges and then is destroyed, regardless of whether or when the battery is recharged.
Fusions placed on ammunition cease functioning if used in a weapon disallowed by the fusion, or if used in a weapon when the total levels of the weapon and ammunition's fusions exceeds that of the weapon.
Fusions with limited usage apply to ammunition as well and are considered on a per-weapon basis. For example, a given weapon can benefit from the entangling fusion only once per day, whether that fusion is on the weapon itself or its ammunition.

A fusion can be installed in a chosen weapon when it’s purchased or at any point afterward. It’s also possible, though difficult and fairly expensive, to transfer fusions from one weapon to another. Any character trained in Mysticism can transfer a fusion; this costs half as much as it would to initially purchase the fusion, using the level of the new weapon to determine the price. Characters trained in Engineering or Mysticism can also install fusions, if necessary (for instance, if the PCs find an unused fusion as part of a treasure cache, or in the case of a character who used Mysticism to craft a fusion; see page 235 for more about crafting items). In either case, installing or transferring a fusion takes about 10 minutes of uninterrupted tinkering.

Fusion Seals

It is also possible to place a weapon fusion into a physical object, called a fusion seal, which can then be affixed to a specific weapon and even moved among different weapons. A fusion seal affects only weapons of a given level or less, as noted in parentheses after the name of the fusion seal. For example, a holy fusion seal that could be applied to any weapon of 10th level or lower would be written holy fusion seal (10th). Any decisions that must be made when a fusion is added to a weapon are made when a fusion seal is created, and they can’t be changed.
A fusion seal’s cost is based on the highest-level weapon the fusion seal can affect, and it is equal to 110% of the price of a weapon fusion for a weapon of that level. Removing a fusion seal and transferring it to a new weapon takes only 1 minute and does not require any specific skill training, but the fusion doesn’t function until the seal has been in place on a weapon for 24 hours. A fusion seal can’t be added to a weapon if doing so would cause the weapon’s total level of fusions (including the level of the fusion seal) to exceed its item level or if the weapon is not a legitimate choice for the fusion within the fusion seal. Grenades, ammunition, and other consumable items can benefit from fusion seals, but the fusion seal is destroyed when the item is used.
A fusion seal can take the form of nearly any medallion or symbol, and when affixed to a weapon, it can even alter the aesthetics of that weapon. A thundering fusion seal might cause a weapon to be etched with storm clouds, runes of weather, or possibly even symbols of a god of storms if affixed by a worshiper of such a god. However, these alterations of appearance are not enough to conceal a weapon’s basic function or type (a heavy reaction cannon with a vorpal fusion seal is still clearly a heavy reaction cannon, even if its appearance is altered to feature skulls and symbols of the Devourer). Fusion seals that alter weapons to feature a specific group’s iconography are often used by organizations as a way of unifying the appearance of their members’ weaponry.

Item Level

Each weapon fusion has an item level, and a fusion can’t be placed on a weapon that has a lower level than the fusion’s item level. Once it is attached to a weapon, a weapon fusion uses the weapon’s item level for any of the weapon fusion’s level-based effects.

Multiple Fusions and Multiple Targets

You can place multiple fusions on the same weapon, but only if the weapon’s item level is equal to or greater than the combined total of all the fusions’ item levels. A weapon cannot hold or benefit from additional fusions beyond this limit. A fusion that applies an effect to attacks applies it to all targets for spread weapons, automatic fire, explode weapons, and other effects with multiple targets.


The price of a weapon fusion depends on the item level of the weapon into which it’s being installed. Installing a fusion into a 7th-level weapon costs more than applying the same fusion into a 6th-level weapon, for instance. You can install a fusion into a grenade, a piece of ammunition, or another consumable item; such a fusion costs half the normal price of a weapon fusion for a weapon of the same level.


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